Pointer in the editor; new screenshots and an editor section in the README
Scenes for the screenshots come from export_scenes (src/scenes.rs) and are taken with tools/screenshots.py in the Playwright image. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -22,7 +22,7 @@ An evil little dungeon game for the browser - in glorious pixels, in 3D, for fre
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</p>
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<p align="center">
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<img src="docs/screenshots/title-battle.png" width="820" alt="The title screen with the endless bridge battle">
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<img src="docs/screenshots/title-battle.png" width="820" alt="The title screen: the endless battle between a lava river and an underground river">
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</p>
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---
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@@ -63,7 +63,7 @@ with them, up to golden armour, a crown and a halo. With the level come abilitie
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to *step through shadows*, the chainbreaker to spin like a *whirlwind*.
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<p align="center">
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<img src="docs/screenshots/bridge-battle.png" width="820" alt="A battle at a bridge over an underground river">
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<img src="docs/screenshots/bridge-battle.png" width="820" alt="A battle on a tongue of rock between lava and water">
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<br><i>The knights brought a bridge. How thoughtful. Now they're bringing it back, one piece at a time.</i>
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</p>
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@@ -98,6 +98,36 @@ caves, rival masters, and me, telling you the story. With tea.
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<br><i>A dwarf cave, master. Nice dwarves. Don't go too close. - And this is where every game begins: in the dark.</i>
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</p>
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<p align="center">
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<img src="docs/screenshots/lava-light.png" width="820" alt="Lava lights up the dungeon, torches on stands in a big hall">
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<br><i>Lava glows ten tiles wide, master, and my imps put torches on stands where the walls are too far away.</i>
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</p>
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## Build your own campaigns
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> *You want to torment heroes your own way? Fine. The* **campaign editor** *is right in the title menu - in the same
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> graphics as the game, no tools needed.*
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<p align="center">
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<img src="docs/screenshots/editor-campaign.png" width="400" alt="The campaign graph: missions as cards, linked by next missions and branches">
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<img src="docs/screenshots/editor-map.png" width="400" alt="The map editor on the 3D map with the zone tool">
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<br>
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<img src="docs/screenshots/editor-triggers.png" width="400" alt="Triggers of a mission: zone entered, line crossed, zone claimed, ...">
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<img src="docs/screenshots/editor-blocks.png" width="400" alt="The block editor with message, objective, variable and spawn blocks">
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</p>
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- **Campaign graph**: missions as cards; drag arrows for the next mission and for branches (another goal reached
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first leads elsewhere). Save as a file, online, and publish for every player on the server.
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- **Maps**: a random map rolled once per run of the campaign, or a painted one - start from the generator and paint
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ground, rooms, veins, the core, portals, the hero gate, units, towers, traps, knight fortresses and rival masters,
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with brush, rectangle, fill, mirroring and undo. Trigger zones are drawn right on the map.
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- **Scripts as blocks**, no code: a start script, victory and defeat checks, a clock, and triggers - zone entered or
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left, line crossed, zone claimed or dug, units in a zone, timers, a unit or tower falls, values, rooms, spells,
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slaps, research. Problems are marked red while you build.
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- **Test play** right from the editor, with the trigger log and the variables on screen; **co-op** for editor
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campaigns. *Open the demo* in the editor shows every trigger at work. Details: [docs/CAMPAIGN_EDITOR.md](docs/CAMPAIGN_EDITOR.md),
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[docs/MISSION_SCRIPTING.md](docs/MISSION_SCRIPTING.md).
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## Meet the household
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<p align="center">
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